Host any game as usual. Then (if Discord has recognized Mobmania as your active game), you will see the option to send an invite message.
Joining games via Discord
With Mobmania already opened. Then (if Discord has recognized Mobmania as your active game), you will be able to click Join. Note: This will immediately exit whatever you are currently doing.
This is Todd, 24 Killers' sole developer. Ahead of the launch this Thursday (March 9th) I wanted to reach out to everyone who is planning on enjoying the game. I've been working hard with our small community of testers to make sure this is a smooth experience for everyone. I anticipate a stable, functional experience for the vast majority of players.
If you do happen to run into an issue or bug, I will be present Thursday through Sunday, all day, and paying attention to this community and our Discord to fix bugs that are reported. Please have patience with me during the launch, and consider sharing your issue so we can get it resolved and get you back into the world of 24K.
Your time is valuable and I appreciate you supporting 24 Killers. See you all on Thursday!
We're back with another patch to kick off a new week of dungeon delving. One piece of feedback we saw from plenty of players was that the game definitely doesn't pull any punches in difficulty (especially once you start to get into chapter 3 and beyond). It's always been our goal to make sure the game is tough enough for the strategies and players' choices to matter, but we also want to ensure new players have a chance to learn without getting shutdown.
To help accomplish this we've made story mode now default to the "Story" level difficulty when creating a new run. This change won't affect current runs, but as a reminder, you can always hop into the settings and change your difficulty up or down at any point during your adventure. The "Normal" difficulty has also been renamed to "Advanced". Gameplay for this difficulty hasn't changed, but we want this to better reflect the advanced tactics our AI uses as you progress on this setting. You can find these changes along with other updates and fixes in our full patch notes below.
Reminder: Tomorrow marks one week since we launched. Once we hit that milestone at 10AM PT on 3/7 our special 10% off introductory offer will end. Last call to grab the game at a discount!
Patch Notes
Added difficulty descriptions to give players a better idea of what they're getting into.
The default difficulty for new runs is now set to "Story".
"Normal" difficulty has been renamed to "Advanced". Gameplay for this difficulty hasn't changed, but we wanted this to better reflect the advanced tactics our AI uses as you progress on this setting.
AI starts using advanced behaviour earlier on Hard difficulty.
Fixed HP not saving properly when traveling from Town.
Fixed an issue that caused the Blacksmith to make you pay double price (what a ripoff).
Using one Tavern found within a Dungeon will no longer mark the second one you find as "used" (if you're lucky enough to come across two).
Fixed an issue that caused equippables consumed by Avarum to still trigger at turn start.
The Lava shader has been optimized.
Fixed the shop buttons disappearing when pausing.
Fixed an audio glitch that could occur on using the Tavern.
Buildings descriptions updated.
The Scroll of Discord will no longer create a "SKIP" button before at least one die is relocated.
STUN will no longer create a "SKIP" button if at least one die can be discarded.
Hello everyone, and welcome to the Weekly Dev Log for March 6th, 2023, detailing all the changes that have happened since February 27th, 2023. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Accessibility Suggestions
We've created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.
If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.
February 2023 Condo Contest - Monochrome - Concluded
The results of the community vote are in!
Thanks to everyone who participated in the vote. There were 83 responses this time!
The winners of the community vote are:
1st Place - 2,000,000 Units - Kenmouth 2nd Place - 1,000,000 Units - SlyFoxxie 3rd Place - 750,000 Units - Picklegal1 4th Place - 500,000 Units - Ellis_Cake 5th Place - 300,000 Units - TheGreenKing
Marebear and Jazznaz also received a 50,000 Unit bonus to their participation prize for coming close to 5th place!
Thanks to everyone who joined the vote and the contest! See you in the next one!
Virus: Theme Park
Johanna continued working on art for "Theme Park".
Wheezwer worked on concept art of the ball roller area, as well as textures for the machines. She also started working on designs for the pie store in the map.
Virus: Theme Park WIP
Virus: Catzek Temple
Nuclearxpotato worked on pillars for "Catzek Temple".
Virus: Catzek Temple WIP
Update 0.16.6.1: Libretro Lightguns and Touchscreens
Our next Tower Unite update, Update 0.16.6.1 adds some new Libretro consoles, as well as support for light gun games. You can see what is planned for this update here.
macdguy worked on keyboard support for DOSBox and Flycast, along with folder support. He also worked on customization, such as the ability to change the color of buttons, joysticks, guns, etc. and switching between trackball and flight stick controls. He finished the Wireless Controller item, which lets you control your consoles from a distance or while in a seat. He also began working on a Media Organization Shelf System.
Nuclearxpotato finished working on an updated retro gaming computer, "MCD XP".
Updated Retro Gaming Computer
Miscellany
Joshua worked on a new Dragon plush, as well as the other Plaza NPCs.
Lifeless continued working on Part 2 of the Minigolf map, "Dark".
madmijk continued working on MIDI support.
Sketchman continued working on backend improvements and optimizations.
Wrap It Up
That about covers everything that happened since February 27th, 2023 at PixelTail Games.
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Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
With the EA launch only days away, here are some of the new features and gameplay you can expect from the upcoming version of Relic Space!
Explore a Procedural Universe
First off, you’ll be able to freely explore over 45 procedurally generated sectors, each with their own distinct mix of factions, stations and environmental effects. And of course each with missions generated out of this local context, which you'll need to complete to help your faction to victory.
And I do want to stress the 'procedurally generated' part. During the Early Access period I'll be adding a complex, branching narrative, told through handcrafted missions. But as the game is right now it's best to think of it more as a classic roguelike experience, where the fun comes not so much from the storyline, but the tactical challenge of taking on ever harder opponents, with an ever wider range of ships, weaponry and equipment, in runs that are never the same twice.
Find a Winning Strategy
Speaking of victory, the '4X-style strategy' layer of the game will work, for now, just as it did in the Demo - except you'll need a whole lot more victory points for a win! You’ll need to roam widely and choose the right missions to boost your faction in specific ways - all the while keeping a close eye on the progress of your rivals.
You'll balance regular missions that boost faction stats, with the rarer missions that give you a chance of discovering relics that unlock research goals. Unlike in the Demo, progress through the tech tree is essential to keep pace with your enemies, as their ships will be upgraded with their faction's latest tech.
Game-changing Upgrades
Full access to the tech tree opens up a wide range of weapon and equipment options, including over 50 'base' equipment types, which each come in numerous variants in terms of size (Large/Medium/Small) and quality (Normal/Good/Exceptional).
Combine this with the wide range of ship hulls you'll be able to acquire, together with the fact that many equipment types come with new active skills, or offer entirely new combat strategies (Stealth Field anyone?) and you have a recipe for classic-RPG-style progression that never gets old!
Make Friends - or Enemies
Finally, while on your travels, you'll now discover a total of 7 ‘minor’ factions in addition to the 3 main factions. Just to take two examples:
The Ludist faction structure their lives around games and play: many believe the universe itself to be a game, and the laws of physics its rules. Their stations are well-known for their combat arenas, in which bets are placed on battles between custom-built drones...
The Makers value pure creativity above all. Their anarchic, freewheeling culture often tips over into violence, and their combat ships are deadly works of art.
FYI in case you were wondering after playing the Demo, a fourth main faction, the Intelligence, will be gradually added during the Early Access, and will be integral to the main story.
The countdown begins
Thanks for reading, and watch this space for news of the actual release, along with a range of fun in-game challenges to complete - and prizes to win! - starting on launch day!
Join the Community
The best way to keep up to date on the very latest on Relic Space, including the competitions mentioned above, is via the Discord. During Early Access you'll also be the first to gain access to bleeding edge builds, and of course will be able to discuss the game with fellow fans as well as the developer.
Alternatively sign-up to the low-volume newsletter to be notified of key updates and new releases.
Esperia ~ Uprising of the Scarlet Witch ~ - Elriandir
-Chapter 17 is playable again. It was skipped sometimes after Chapter 16. -Correction of some motions in the last chapter. -Fixed a bug displaying a wrong image and crashing at the end.
Thank you again to everyone reporting the last bugs!